PC Alpha 18 Dev Diary!!

Alpha 18 Dev Diary!!

  • A18 Stable is Out!

    Votes: 2 66.7%
  • <img alt=":)" data-src="" src="___base_url___/applications/core/interface/js/spacer.png" />

    Votes: 1 33.3%

  • Total voters
    3
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side note MM. how much backstory and character design have you put into the duke. I know he is a casino owner/boss. but does he have a symbol, do his men walk around in dusters and cowboy boots? does he have an emblem or something that lets people know those are his men?

I would really love to know.

 
At the moment, it's something like that :
two-apples-isolated-on-white-260nw-42729628.jpg
Actually, it's more like this:

apples.jpg
 
Part of playing experimental is giving feedback both good and bad. Workbenches and cement mixers are in a ton of locations, and its easy on even the bike to snag 5 or 6 extras and flip them for dukes. Maybe they shouldn't even have a sell value?
hehe. Workstation schematics certainly aren't the most obscene cash faucets in the game currently.

 
Modder request: Please consider updating from Unity 2019.1.0f2 to a higher patch level of 2019.1 for A19 or go for 2019.3. 2019.1.0f2 has a nasty video component bug that screws the sound roll-off for distance on videos.
I would like to get us on 2019.3 once released for A19.

 
Back here in the land of A18 Stable, we just did Day 28 (120-minute days). Game stage of 234 for the party (5 players, individual GS 82, 81, 3x 73). Checked the logs and we got 40 demolishers this time. Took a fair chunk out of the defenses, but we're finally upgrading to RConcrete and it's making a huge difference. The amount of mining we're having to do is a bit numbing at present, though at least we get to trade off on whether it's Lead or Nitrate/Coal (and we got one quad mine with all three plus iron at 5 meters below the surface).

What I think may have made a huge difference here is sandbags. It's a bit of cheese, sort of, in that the zeds are forced to jump them, and we have a row of barbed wire immediately behind, so that pops them up a little and immediately slows them. Gave us time to focus.

The demolishers were much less of a problem at this point; calling them out as they came and either sniping their button outside the perimeter, or simply beating them to death with AP ammo, seemed to work pretty well. Not sure if it's a bug, but it seems like killing the Demolisher, even after you've triggered his bomb but before he explodes, kills the explosion. From a gameplay perspective I like it, but it doesn't make a lot of sense from a logic standpoint.

I had to log off for some family stuff immediately after Horde Night wrapped up, and there were still 2-3 people on. I just checked the server map now, and the last person logged out at 03:53 on Day 29. Now I have to decide if the glee of watching what happens to the next person who logs in is worth the damage it'll do to our living quarters. Decisions, decisions... :)

 
Fingers crossed for a new experimental tonight... considering it's probably not even 'tonight' anymore where TFP may be, I don't have much hope anymore :distrust:

 
I just stumbled upon another odd performance issue, apparently lots of trees tank the performance pretty hard, running the "trees" command doubles the FPS, are they not instanced?
Thats been an issue for years... thats why we don't have dense forests. I don't think they can be instanced because they can be planted and grown.

On our server we have a couple that things it SO much fun to plany 400 of them at the gase.. you can't see through the forest, and they can't understand why they have only 5 fps once they are all grown.

So I spawned a chainsaw and went to town on them...lol!

 
i drew up a zombie called the "infector"

he wears a patient gown that is covered in blood and a dark yellow mucus.

he has a very large jaw around 10 inches tall and 5 inches wide and is covered in tumors that act like armor!

he is called the infector because A: if he bites you its a near instant stage two or more infection and B: his mucus is also infected and acts like a bullet he shoots at you (can't destroy blocks) but if it hits you you can be infected or it will hurt you like a "fire effect"

he spawns around day 28 and also can be found in hospital's! and he has 700 HP!

ill see if i can draw it on my PC and put it in the pictures and videos forums .

ALSO HAPPY HALLOWEEN

 
I never had a problem with it. Put 4 on your belt so you don't get caught reloading. If we ever do a higher tier handgun it would probably be the desert Eagle.
Oh ♥♥♥♥! Yes please!

Can we get the .50 cal ammo too! Maybe only use it in the Desert Eagle if you have a mod?

Pistol progression = M9 &lt; Magnum &lt; Desert Eagle (As an added suggestion include rifle and pistol parts when crafting since the Desert Eagle is gas-operated)

Machine Gun = M60 &lt; .50 Browning

 
Some biomes are going to run slower than others, because different graphics are rendered in different biomes like mountains in snow. The testers made a chart of their FPS in each biome. Their ranges were 40-66, 58-96, 32-44, 29-59 (vsync), 32-47, 49-91 and 35-59 with snow always being the worse one. It needs more research.
Thanks for the update! Glad this problem is getting attention :)

 
I never had a problem with it. Put 4 on your belt so you don't get caught reloading. If we ever do a higher tier handgun it would probably be the desert Eagle.
Noooo!!! That gun is terrible! Hk mk23 is the superior platform. Agility needs solid snake's sidearm to be the ultimate sneak.

 
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Just started a game over with my gf and we realised that going archery has the drawback of needing bow/crossbow parts to craft anything beyond the primitive bow. Why the discrepancy and the double gate ? Every other iron weapon simply needs forged iron, it feels kinda sad to sink points into the bow perk and still needing to loot actual bows and/or parts (8 no less at Q3) before you can make use of it. Makes progression non-existent by crafting until you actually got going by looting anyway, just like for firearms (for which imo it makes total sense).

 
Just started a game over with my gf and we realised that going archery has the drawback of needing bow/crossbow parts to craft anything beyond the primitive bow. Why the discrepancy and the double gate ? Every other iron weapon simply needs forged iron, it feels kinda sad to sink points into the bow perk and still needing to loot actual bows and/or parts (8 no less at Q3) before you can make use of it. Makes progression non-existent by crafting until you actually got going by looting anyway, just like for firearms (for which imo it makes total sense).
The wooden bow is a tier 2 weapon. Tier 2 ranged weapons (with the exception of the spear) require parts to build. I’m pretty sure the effect of this change (requiring looting to craft) is intended.

 
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